In my latest game Ive for some reason been unable to find a clock for the longest time, and I thought it'd be nifty to still have some kind of idea what time of day it was, so I did this quick little thing!
the times are defined in LogInterface in PROGRAM\BATTLE_INTERFACE with a lot of ifs and I added the texts to common.ini too if there's interest

EDIT: I had missed an hour between 7 and 8, which caused an infinite error and really choked the game. updated the loginterface.c!
Code:
if (sti(mchr.HasClock)) sDateTimeDisplay += " " + GetStringTime(stf(mchr.CurrentTime));
// DeathDaisy: approximate time of day when not having a clock
else{
string TimeOfDay;
if(GetTime() >= 23 || GetTime() < 1) TimeOfDay = XI_ConvertString("Midnight");
if(GetTime() >= 1 && GetTime() < 3) TimeOfDay = XI_ConvertString("Night");
if(GetTime() >= 3 && GetTime() < 6) TimeOfDay = XI_ConvertString("Late Night");
if(GetTime() >= 6 && GetTime() < 7) TimeOfDay = XI_ConvertString("Early Morning");
if(GetTime() >= 7 && GetTime() < 9) TimeOfDay = XI_ConvertString("Morning");
if(GetTime() >= 9 && GetTime() < 11) TimeOfDay = XI_ConvertString("Forenoon");
if(GetTime() >= 11 && GetTime() < 13) TimeOfDay = XI_ConvertString("Noon");
if(GetTime() >= 13 && GetTime() < 15) TimeOfDay = XI_ConvertString("Early Afternoon");
if(GetTime() >= 15 && GetTime() < 18) TimeOfDay = XI_ConvertString("Afternoon");
if(GetTime() >= 18 && GetTime() < 20) TimeOfDay = XI_ConvertString("Evening");
if(GetTime() >= 20 && GetTime() < 22) TimeOfDay = XI_ConvertString("Late Evening");
if(GetTime() >= 22 && GetTime() < 23) TimeOfDay = XI_ConvertString("Early Night");
sDateTimeDisplay += ", " + FirstLetterUp(TimeOfDay);
}
the times are defined in LogInterface in PROGRAM\BATTLE_INTERFACE with a lot of ifs and I added the texts to common.ini too if there's interest



EDIT: I had missed an hour between 7 and 8, which caused an infinite error and really choked the game. updated the loginterface.c!
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